There are other game mechanics that need to be added to a WG , much more valuable than this.

Such as?

There were tons of threads on this theme. 5 examples, from the top of my head, suggested by many others, that would be a priority anytime vs the visible frontline:

Revamped urban combat, buildings, and infantry mechanics. A rethink of how naval is used e.g. keep only fluvial ships on same map with ground units, completely rework naval stuff (Cold War without navies as well is hard to be conceived) and use it as an off map supportMultiplayer campaignsAdjust speed to slowest unit order to all unitsSmoke launchers on tanks and IFVs

1. mmkay2. Death to naval, period.3. A version of the Cavedog Boneyards Galactic War would be nifty. I've suggested this repeatedly.4. Something I've asked for as well.5. Widely asked for.

Still, the front line system is something already coded and wouldn't be hard to bring into Wargame, where as all of those are entirely something else.

I was reading this, and yes both SD Frontline concept has its ups and downs. Kind of Problematic.

Can make rushing a problem. [Yay or Nay is still out.] Also can telegraph a basic direction of a strategy.

But what if we get the best of two worlds?

Break Zones down into smaller ones? So limited CV become important in placement or coordination? [Think older Hex based table top games. Where objective/territory control gave you points for reinforcement.]

Or put the Frontline Function into mini-map.

Any consideration of EE different modes of game play, including zone capture. Where controlling multiple small points is important.

WiC has its value, I think the drop into zone and cap or cancel is too easy. WiC you had to coordinate to capture a cap.

Its intriguing, but WG doesn't have some sort of intelligence mechanic that forces a player to look at reports.

You could give each CV a zone of control that expands and contracts depending on enemy proximity, with point value dependent on size. Basically sectors like we have now, but you pick where to put them and they can change size.

Units in friendly sectors could get a morale bonus, encouraging C2. Sectors between opponents could overlap, which is when serious fighting would take place.

This entire idea would screw with current victory conditions, unless there was a pre-set sector on the map to fight on as well. Player made sectors functioning only to provide C2 and CP (economic bonus) would be neat. Hell, different CV types could even make different sized and CP yielding sectors.

steppewolf wrote:CV sniping and helo rushes are realities of modern warfare. US used since Vietnam Air Cavalry/helo airborne big units and targeting enemy HQs with SOF and helicopters it is a reality of modern battlefield.

Having vehicles and weapons that can punch at a much longer distance than WW2 ones it makes superfluous to think a military conflict such as that with a fixed frontline that one can see it/feel is.

Moreover, with that line you are kind of forced to cover the entire width of map, you cannot sneak anything behind enemy lines etc.

There are other game mechanics that need to be added to a WG , much more valuable than this.

As long as conventional but advanced arty is more accurate than low level dumb bombs and almost as accurate as LGB I have to say CV sniping is an issue in WG...